This dagger required TopoGun, zBrush, Maya and Substance Painter. The dagger needed less polygons while retaining it’s detail, so after it was created on zBrush, it was placed into TopoGun for retopologising in order to make it game ready and have a smooth animation. It was tricky at first, but tools like the Bridge tool made it easier and faster to complete.
It was then taken back in zBrush so the low poly version can have the same amount of detail as the high poly as well as keeping the poly count low.
After this, we used Maya’s UV Editor to cut the dagger into it’s parts, for example the handle.
We went back into zBrush and projected the UV maps from the low poly dagger to the high poly.
After that’s done, we started to bake on Maya... except the Vray plugin wasn’t working so we had to skip this step. We also had to colour the different parts of the dagger in Maya so the parts can be easily textured in Substance Painter.
We continued onto Substance Painter and began painting the dagger. These are the only screenshots I took because... I’m dumb. These screenshots show:
- Playing with generators and adding blood splatter
- Dagger in crap colours for better texturing later on
- Baking in 4k... which only wasted time and didn’t change much
- The dagger with/without glow
- Orc clan logo created in Photoshop for stamping onto the dagger